/Engine/Source/Editor/UnrealEd/Public/Kismet2/BlueprintEditorUtils.h
See if a field (property, function etc) is part of the blueprint chain, or
static bool DoesBlueprintContainField ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [UField](API\Runtime\CoreUObject\UObject\UField) * TestField )